From b2158c5b96f613bd64295c9626e90a7b8b9e62e1 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Fri, 5 Feb 2016 01:48:53 +0100 Subject: [PATCH] - removed unneeded parameter. --- src/gl/scene/gl_wall.h | 2 +- src/gl/scene/gl_walls.cpp | 20 ++++++++++---------- 2 files changed, 11 insertions(+), 11 deletions(-) diff --git a/src/gl/scene/gl_wall.h b/src/gl/scene/gl_wall.h index ef770bfde..1aa902372 100644 --- a/src/gl/scene/gl_wall.h +++ b/src/gl/scene/gl_wall.h @@ -163,7 +163,7 @@ public: private: void CheckGlowing(); - void PutWall(sector_t *sec, bool translucent); + void PutWall(bool translucent); void PutPortal(int ptype); void CheckTexturePosition(); diff --git a/src/gl/scene/gl_walls.cpp b/src/gl/scene/gl_walls.cpp index 828092b92..b7243dcf8 100644 --- a/src/gl/scene/gl_walls.cpp +++ b/src/gl/scene/gl_walls.cpp @@ -96,7 +96,7 @@ void GLWall::CheckGlowing() // // //========================================================================== -void GLWall::PutWall(sector_t *sec, bool translucent) +void GLWall::PutWall(bool translucent) { int list; @@ -232,7 +232,7 @@ void GLWall::Put3DWall(lightlist_t * lightlist, bool translucent) // relative light won't get changed here. It is constant across the entire wall. Colormap.CopyFrom3DLight(lightlist); - PutWall(NULL, translucent); + PutWall(translucent); } //========================================================================== @@ -304,7 +304,7 @@ void GLWall::SplitWall(sector_t * frontsector, bool translucent) { // Use hardware clipping if this cannot be done cleanly. this->lightlist = &lightlist; - PutWall(frontsector, translucent); + PutWall(translucent); goto out; } @@ -391,7 +391,7 @@ bool GLWall::DoHorizon(seg_t * seg,sector_t * fs, vertex_t * v1,vertex_t * v2) PutPortal(PORTALTYPE_HORIZON); } ztop[1] = ztop[0] = zbottom[0]; - } + } if (viewz > fs->GetPlaneTexZ(sector_t::floor)) { @@ -644,7 +644,7 @@ void GLWall::DoTexture(int _type,seg_t * seg, int peg, // Add this wall to the render list sector_t * sec = sub? sub->sector : seg->frontsector; - if (sec->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap) PutWall(sec, false); + if (sec->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap) PutWall(false); else SplitWall(sec, false); } @@ -846,7 +846,7 @@ void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary, type=RENDERWALL_FOGBOUNDARY; FMaterial *savetex = gltexture; gltexture = NULL; - PutWall(seg->frontsector, true); + PutWall(true); if (!savetex) { flags &= ~(GLWF_NOSPLITUPPER|GLWF_NOSPLITLOWER); @@ -937,7 +937,7 @@ void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary, // Draw the stuff // // - if (realfront->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap) split.PutWall(realfront, translucent); + if (realfront->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap) split.PutWall(translucent); else split.SplitWall(realfront, translucent); t=1; @@ -951,7 +951,7 @@ void GLWall::DoMidTexture(seg_t * seg, bool drawfogboundary, // Draw the stuff without splitting // // - if (realfront->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap) PutWall(realfront, translucent); + if (realfront->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap) PutWall(translucent); else SplitWall(realfront, translucent); } alpha=1.0f; @@ -1063,7 +1063,7 @@ void GLWall::BuildFFBlock(seg_t * seg, F3DFloor * rover, sector_t * sec = sub? sub->sector : seg->frontsector; - if (sec->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap) PutWall(sec, translucent); + if (sec->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap) PutWall(translucent); else SplitWall(sec, translucent); alpha=1.0f; @@ -1693,7 +1693,7 @@ void GLWall::ProcessLowerMiniseg(seg_t *seg, sector_t * frontsector, sector_t * type = RENDERWALL_BOTTOM; gltexture->GetTexCoordInfo(&tci, FRACUNIT, FRACUNIT); SetWallCoordinates(seg, &tci, FIXED2FLOAT(bfh), bfh, bfh, ffh, ffh, 0); - PutWall(seg->frontsector, false); + PutWall(false); } } }